Grav Slinger (Grav Shooter with Level)

Level Design Sketch

Project Overview:

"Grav Slinger" began as an exploration of gravity-based movement mechanics, eventually growing into a more ambitious project. Recognizing the complexity, I strategically reduced the project's scope, retaining core mechanics to ensure gameplay remained engaging and manageable.

Design Evolution (Three Stages):

  1. Initial Idea:
    Began as a straightforward gravity-slinging mini-game. Realizing the concept needed more depth, I quickly transitioned towards a more ambitious vision.

  2. Expanded Concept:
    Shifted towards a gravity-based competitive duel design, which introduced complexity in balancing gameplay and competition. This stage revealed the importance of achievable designs given time constraints.

  3. Final Iteration:
    Ultimately focused on solo gameplay, significantly reducing level size but keeping diverse and engaging mechanics intact. This decision allowed me to deliver a polished, achievable project without sacrificing the core fun of gravitational slinging.

Development Process:

  • Brainstorming:
    Initially faced creative stagnation, spending too long on abstract mechanics. Learned the importance of early prototyping and experimentation to clarify design direction.

  • Map Design and Documentation:
    Struggled with overly ambitious maps, eventually understanding the value of early feedback and concise, focused levels over expansive but unmanageable designs.

  • Final Development:
    Experienced physical and mental fatigue from last-minute development challenges. A critical issue forced me to rebuild the project rapidly before the playtest, emphasizing the need for realistic scheduling and scope management.

Key Challenges and Lessons Learned:

  • Mental Health and Scheduling:
    Encountered anxiety around deadlines and overestimated personal limits. Developed better task management strategies and learned the importance of balanced workload and asking for help when needed.

  • Programming and Design Complexity:
    Realized simpler solutions are often more effective. Prioritized core mechanics over secondary features, adopting the "less is more" approach.

  • Practical Development:
    Learned to tolerate minor imperfections and bugs, focusing instead on delivering a complete and playable experience.


Finally, if you want to check out the design docs, here your are!
Grav Slinger Design Doc

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Grav Shooter (Unity 18 hours prototype)